Legends of Tolria
The Galactic Game

Subclass Compendium · Engineer

Field Medic

Battlefield medical specialist. Channels through medical kits and trauma gear to seal wounds, stabilize the dying, and lift comrades off the deck when the line is breaking.

Identity

Field Medics are the engineers who chose stretchers over turrets. They serve in Halcyion Federation forward-aid stations, on Aurelion frigates that don't carry a dedicated chirurgeon, in Echelon corporate-security teams patching contract operators in alleyways, and in every frontier militia that has ever had to make do with one medic and twelve casualties. Their Apparatus is a field trauma rig — bandage carousel, injector ports, plasma cauterizer, channel-coil over the right palm. They learn early that Cauterize is the first channel they will ever need and the last one they will ever forget.

Features

  • L3 Trauma Rig

    You gain proficiency in the Medicine skill and with the Medical kit if you do not already have these. Your Apparatus also functions as a Medical kit. You learn the Cauterize channel if you do not already know it, and it does not count against the number of channels you can prepare each day. Additionally, as an action and a cost of 1 Charge, you can perform a Patch on a creature you touch. The target regains hit points equal to 1d10 + your INT modifier, and you may also end one of the following conditions on it: bleeding (if your campaign uses a bleed condition), poisoned, or 1 level of exhaustion from non-magical injury. The hit-point gain scales with Engineer level: 2d10 at 7th, 3d10 at 11th, and 4d10 at 17th. You may Patch a number of times per long rest equal to your INT modifier + your proficiency bonus without spending Charges; uses beyond that consume Charges normally.

  • L7 Stabilize at Range

    You can perform medical aid at range through your Trauma Rig's auto-injectors, dart-deployed micro-bandages, and channeled signal lines. The range of your Patch (level-3 feature) and of the Cauterize channel becomes 60 ft instead of touch when you cast or use them. Additionally, as a reaction when a creature within 60 ft drops to 0 HP but is not killed outright, you can fire a stabilizer-shot: the creature is immediately stabilized and regains 1 HP. You may use this reaction a number of times per long rest equal to your proficiency bonus, and additional uses cost 1 Charge each.

  • L11 Field Cleanse

    Your medical channeling extends to neurology and toxicology. As an action and a cost of 2 Charges, you treat one creature you can touch (or one within 60 ft, via Stabilize at Range's range extension) to remove one of the following conditions: charmed, frightened, poisoned, stunned, or paralyzed. The target also regains 2d8 + your INT modifier hit points. If the condition was inflicted by a channel or magical effect, the target makes a saving throw against the source DC with advantage and your INT modifier added as a bonus; on a success, the condition ends. Mechanical paralysis (cybernetic seizure, neural-lock weapons, certain Tier IV+ Halcyion compliance ordnance) is treated as standard paralysis for the purposes of this feature and can be cleared the same way. You may use Field Cleanse without spending Charges once per long rest.

  • L15 Sustaining Aura

    Your trauma rig projects a continuous low-level medical channel. As a bonus action and a cost of 2 Charges, you activate a Sustaining Aura — a 15-ft-radius aura centered on you that lasts for 1 minute or until you end it as a free action. While the Aura is active: • At the start of each of your turns, each ally within the Aura who is below their maximum HP regains hit points equal to your INT modifier (minimum 1). • Allies within the Aura have advantage on saving throws made to resist or end the conditions listed under Field Cleanse. • An ally within the Aura who is at 0 HP automatically succeeds on death saving throws as long as they remain in the Aura. You may have one Sustaining Aura active at a time. After it ends, you cannot activate another until you complete a short or long rest.

  • L18 Reclaim from the Deck

    Once per long rest, as an action, you can attempt to bring a recently-fallen ally back into the fight. Target one creature within 30 ft of you who has died within the last minute and whose body is at least 50% intact. You apply a deep-tissue channeled revival — Cauterize-class molten-thread sutures across the neural and cardiopulmonary systems, simultaneous cybernetic reset on any installed augments, and a cascade of stabilizer injections. The target returns to life at 1 HP, prone, and incapacitated until the end of its next turn (during which it may regain control of itself, stand, and act normally on the turn after that). It gains one level of exhaustion that may be removed by a long rest normally. Reclaim from the Deck cannot restore a creature whose body has been destroyed (disintegrated, vaporized, atomized by Tier V ordnance, etc.), whose death was caused by old age, or whose death is required by a divine, channel, or pact effect (e.g., a paladin's oath-curse, certain Cleric Death-domain effects). It cannot restore a creature against its will. In settings where the GM tracks the line between resuscitation and resurrection, Reclaim falls firmly on the resuscitation side — a sufficiently fast medic doing biologically and channel-mediated work, not a true raising of the dead.